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Armored Task Force


Publisher: Shrapnel Games
Developer: ProSimCo
Designer: Patrick Proctor 

In Development
Release date: August 2001

A look at Patrick Proctor
Designer: Brigade Combat Team

I am Captain Patrick Proctor.  When I’m not designing wargames, I’m an active duty artillery officer in the U.S. Army, stationed at Schofield Barracks, Hawaii.  In my current job, I plan the artillery fires for an Infantry Battalion.  Before I came here, I was stationed at Fort Hood, Texas, with the 1st Cavalry Division.  I saw a lot of field time, both at Fort Hood and at the National Training Center, at Fort Irwin, California.

This whole story starts three years ago, with my frustration with the “mainstream” wargame industry.

I saw, on one side, the personal computer wargames at the time. They were flashy, had a lot of bells and whistles, and sometimes the vehicles looked like real equipment. But they really had no basis in fact. One player was asked to control the actions of a hundred vehicles in real time. The vehicles had no intelligent responses. Enemy units just kind of “came at you” in no particular order. Even the best of them left something out or got something wrong.

Then, on the other hand, there were the tactical computer simulations used by the Army. They were intimately detailed, used real equipment, and were fought on real terrain. But the interfaces were abominable. Soldiers had to train for days just to learn to use them. They were large and unwieldy, prone to crashing.

I knew that I could fuse these two worlds into an excellent wargame.  I dove in with both feet and started programming.  The fruit of my labor is BCT: Brigade Combat Team. It is the most realistic tactical simulation in computer wargaming. However, it retains the playability of those "real time" wargames that dominate the marketplace. It has all of the things that I wanted from a wargame, based on my experiences as an artilleryman in the U.S. Army.

I hope that you will enjoy BCT. Keep an eye out for some of our upcoming releases. We are now hard at work on BCT Expansion Pack 2.  Soon after its release, we hope to release BCT Construction Set, a scenario editor for BCT: Brigade Combat Team. Another project currently underway is Armored Task Force, a company/task force-level simulator which focuses more on fighting individual vehicles. It has a much wider range of vehicles, from WWII era to giant robots of the far future.


Welcome the the Modern Battlefield soldier, do you have what it takes to command today's armed forces?    


Armored Task Force represents a whole new approach to wargaming.  We have modeled the entire battlefield, practically down to the bolts on the road wheels! Here is a look at some of the things you can expect to see in the final release:

  • Terrain. We've started where we left off with adding even more detail to the most detailed terrain ever included in a wargame. Maps are not abstract hexes or grids, but a continues elevation terrain model, complete with 3D representations of special terrain like trees, roads, and buildings.

  • Single vehicle resolution. You aren't fighting platoons or sections anymore. Each icon on the map represents a single vehicle, right down to chassis and turret facing. These are real, physical objects, with more detailed modeling than any wargame
    ever created!

  • Vehicle Smoke. Smoke isn't just the purview of artillery and smoke generators any more. Many vehicles carry their own smoke grenade systems. Your dismounts will pop smoke and try to disengage. HE (high explosive) fire missions and destroyed
    vehicles will produce smoke, too.

  • Weather. Day and night aren't the only elements you will have to contend with. rain, fog, snow, and a host of other conditions will also plague your units. And their not on/off effects either. It can be raining on one part of the map while another is dry.

    Another innovation we have included in Armored Task Force is the improved Artificial Intelligence engine. You thought  was hard?  Well you haven't seen nothin' yet.

  • Friendly AI. Armored Task Force features "layered" friendly AI support. You can tell a company formation, "Attack here!". Or you can tell it, "Attack here, along this route, in this formation". Or you can tell it "Attack here, along this route, in this formation, setting support by fire positions here, with these units..." Well, you get the idea. You concentrate on the big picture and let Armored Task Force handle the details.

  • Enemy AI. The enemy has a new, "big picture engine", which makes tactical decisions about the implementation of his combat power based on what he sees about your battle plan. We're talking decision point tactics here, just like the Russians use!

  • Flexible command levels. Fight your force at whatever level you choose. Give orders to companies and watch them execute or manage the movement of individual vehicles. It's up to you.  Armored Task Force allows you to fight the fight at the level you want.

  • Adjacent Units. When we tell you that your company must cut the breach for the battalion attack, we mean it! The battalion will REALLY be rolling up behind you. Your victory conditions will depend on how many of THEM make it through.

  • Civilians on the Battlefield. Those dirty Krasnovians have occupied a village, but you can't just pound them with artillery, because it is full of civilians. your victory conditions are tied to their survival, too.


"Never before have the opposite worlds of detailed modern tactical simulations and real time action been so perfectly paired.  This game will challenge you with it's hard hitting AI while giving you almost limitless possibilities with the one of the most advanced and easy to use multiplayer setups in computer wargaming.  The only way you could get a  more realistic look at today's armed forces is if you enlisted!"

               - Richard Arnesen


System Requirements

PII 300, 32MB, Windows 95+, 350MB HDD, 6X CDROM, Windows Compatible Sound Card.



On the Assault!
AT Battery.

T80's moving in formation.
NATO Icons at Company Level.